hi, i've been gone for a long time and i've got no idea what updates (if any) have been done to the xml. last time i was here great things were in discussion and from what i remember lack even promised to add some of the features requested by mapmakers.where could i see a list of such xml features?from what i remember bombardments and decay where the last things added.

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

- Killer neutrals (territories that reset to neutral when held for 1 round)- Losing conditions (territories you need to hold to stay in the game)- Starting positions (you can set territories as starting positions)- Reinforcement adjustments (adjust the usual 1 for 3 territories bonus)

- Killer neutrals (territories that reset to neutral when held for 1 round)- Losing conditions (territories you need to hold to stay in the game)- Starting positions (you can set territories as starting positions)- Reinforcement adjustments (adjust the usual 1 for 3 territories bonus)

damn. that's all?i already read that thread and i thought/hoped it was incomplete.

except for losing conditions there's nothing new.... wowkiller neutrals - used them on AoR3starting positions - used them on AoR series and CC Mogulreinforcement adjustment - used this on CC Mogul and AoR 3 (i think)

i can't believe it's been 2 and a half years since i left this place and only losing conditions have been added

that means i still have lots of maps i can;t make because i'm lacking the necessary xml features

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

Plus, Christmas and Easter were Supersize. Also, with regards to starting positions, one may now control the maximum number of starting positions one can get (i.e. you could make it so that each player only starts out with 1 castle on Feudal Epic, no matter how many players there are).

for example terit A can attack terit B but only if you also hold terit C.

if it's not possible now is there a chance it might be in the future? or are the xml updates dead in the gutter?i mean there's only been a single update in 2.5 years so things don't look that good...

edit// one quick question about the supersize maps. what conditions does a map have to meet in order to qualify for a supersize exception?does it need lots and lots of terits or can it have few terits but lots of beautiful artwork on the side?

edit2// back to xml. random xml selection and random rules are possible?for example a map might have several xml files and each time a game is initiated a random xml is chosen.and the random rules mean that inside the xml a terit might have several rules attached to it (decay/deploy/bonus/connections) and after each turn a different set of rules applies to that terit.

edit3// i keep remembering things. 12-16 player games. still a dream or it might actually come true at some point in the future?

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

DiM wrote:if it's not possible now is there a chance it might be in the future? or are the xml updates dead in the gutter?

Updates are slow in general, but XML updates have been promised, and lately we have been getting more of them than before. The next XML update should be one that allows collection bonuses to be coded in the XML, reducing the size of XML and allowing more complex bonus schemes for maps.

Also, lackattack is looking for a web developer for the site, which should allow for faster updates when he does.

DiM wrote:i mean there's only been a single update in 2.5 years so things don't look that good...

We've had more than a single update, but the other XML updates haven't been new features, rather they've been improvements in earlier features (such as allowing continent tags in objectives or allowing setting a maximum amount in the starting positions).

DiM wrote:edit// one quick question about the supersize maps. what conditions does a map have to meet in order to qualify for a supersize exception?does it need lots and lots of terits or can it have few terits but lots of beautiful artwork on the side?

Generally, the gameplay of the map must require the supersize. I don't think they allow it on artwork alone.

DiM wrote:edit2// back to xml. random xml selection and random rules are possible?for example a map might have several xml files and each time a game is initiated a random xml is chosen.

Nope, not possible.

DiM wrote:edit3// i keep remembering things. 12-16 player games. still a dream or it might actually come true at some point in the future?

Nothing official has been announced yet... they might be implemented in the future, but at what time, no one knows.

DiM wrote:hi, i've been gone for a long time and i've got no idea what updates (if any) have been done to the xml. last time i was here great things were in discussion and from what i remember lack even promised to add some of the features requested by mapmakers.where could i see a list of such xml features?from what i remember bombardments and decay where the last things added.